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GrantSP

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Everything posted by GrantSP

  1. Huh?! Where is the dialer.dll? There is no source code for it and I have no such file in my installation.
  2. I don't know whether it's because I may be accessing another server than the rest of you in the northern hemisphere, but lately the wiki has been rather "snappy" for me. Those links in the last post open instantly for me.
  3. If by 'load' you mean show them in the file system, then yes you might want to delete them. However there is next to no overhead restriction imposed on MO's UI in keeping these files and for all intents and purposes there are deleted. As far as the game is concerned they aren't there and MO still functions exactly the same whether there are a million files or just 1. (Slight exaggeration but it is just to highlight that there is no performance loss by keeping them.)
  4. Sorry to hear it is troublesome for you. If you want to try the actual storyline in a more solid engine try Tales of Two Wastelands which adds the entire Fallout 3 game into the Fallout New Vegas engine. STEP user @Adonis_VII has made a guide for it that you can follow if you desire.
  5. Welcome to STEP @Kelryth All issues with version 2 of MO should really be made in the GitHub repo. @Tannin is much more likely to see it there than here where we really are a support base, not really part of the development team. About the download you have, no, you aren't duped, that's where @Tannin is developing the next version of MO.
  6. Welcome to STEP @Dienes I don't use a lot(any really) of 'proccer' style mods so I'm not too sure what is going on, some of the other staff here may be of assistance, but you may have more success if you post a report on the GitHub repo page. @Tannin spends much more time there than he does here and since MO version 2 is still in active development you may find the answer you are after more easily.
  7. So all's good now?!
  8. Hmm... I don't agree with your method of stress testing your game, but that's another matter. For comparison these are the last few entries of my MemoryBlocksLog in a typical game I have, which is a full STEP installation plus one or two additions. 195 108 196 108 218 108 218 109 218 110 218 111 This is with my skse.INI settings as this: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 This means I could quite easily lower that to 512 and still see no issue. Which brings us back to a matter raised earlier: lower your initial figure and retry. Are you absolutely sure that log is updating and it isn't a leftover from a previous install? Do you have your MemoryBlockLog.ini setup like this: Any other setting and your logs may not be created or they may be residing in another location to that you expect. Lastly if your game can safely run, modded or not, with normal playing then this utility is not needed, all it does is log how memory is used, not improve its use.
  9. If a vanilla game is still crashing then this is indicative of something seriously awry with your game install. Your machine specs show your system is more than capable of running vanilla Skyrim with no issue but if you are still getting CTDs with no mods active then there is a problem. My understanding is that a vanilla game wouldn't get anywhere close to reaching the memory limit that this logging utility is designed to show.
  10. Quite a list of mods you have installed. :O_o: You mentioned earlier that you use MO but your Skyrim.INI doesn't look to have MO's archive invalidation active, rather it looks like you have an older method employed. Possibly you don't have all the BSAs checked? Missing BSAs would be an issue that could cause these CTDs. At any rate with such an extensive list of mods, some of which I have no idea about, the easiest thing is to create a new profile and activate a small subset of them and test the stability of your setup. Upon each successful start add more mods in manageable groups until you find the likely culprit. Then double-check that each mod actually does meet the necessary requirements and that ALL its masters are active.
  11. GrantSP

    FNV Edit

    No trouble at all @AshClear and welcome to STEP.
  12. @JUNKdeLUXE, you do know that anyone can edit the wikis if they so desire?
  13. Mod Organizer FAQ, about the 17th question down the list.
  14. Can you post your system specs and your mod list please including your INIs. Even if the Memory Logs isn't yet working you obviously have some other issue that is giving you these CTDs.
  15. That's a real bummer, his mods are great and this means my FO3 & FNV installs will be flawed in the future. Hope this gets rectified soon.
  16. Point 1: The instructions for cleaning the DLC is somewhat obscure because of the differing outcomes that certain systems provide. Please see the instructions from the STEP guide. Point 4: FNIS isn't a mod so the dialogue MO provides is telling you that the top level folder that it needs, usually the 'Data' folder, is incorrect as it is pointing to the FNIS top level folder. Clicking 'Ignore' is the correct response.
  17. If you mean DynDOLOD, then, yes. Tech and I got an early look at it and it is currently in active beta testing.
  18. Could you please provide the actual messages? SkyUI has a lot of specific messages that tell you exactly what is, or isn't, happening.
  19. That being the case then, I'm sorry to say I'm out of ideas, other than the usual culprits like AV or Firewall software messing with things.
  20. That specific error # is usually due to a Steam update not fully applied, but since you say you have verified your game and CK since then I'm not sure why you're still getting it. Are either Skyrim or MO installed into a UAC folder, ie. C:\Program Files (x86)? Perhaps Windows is now taking issue with these tools, but again not sure why it is doing so if it worked before. You could install MO into another folder or at worst run it as admin (though this shouldn't be tried as a fix all). I just retried my CK via MO and although I had another verification issue, it does run for me which indicates this should just be a settings problem, not a software bug.
  21. Have you checked this topic?
  22. Moved this to the MO support page. No problem here, this is exactly the way MO and xEdit work together. You will just have to become more proficient with navigating the file system on your computer. I use a number of tools to aid me in my file system work Multi Commander - An excellent dual-pane file manager Everything - A system wide search utility that finds... "everything"
  23. Well done, and I can't believe in all this discussion I didn't bother to advise you to check that, considering this thread specifically set up to handle that. Oh well, I'll blame it on the cold weather.
  24. Against my own judgement I'll ask you to try running MO as admin. This shouldn't be necessary since you've moved everything out of UAC folders but... why not?!
  25. According to your logs you're still getting those Windows exceptions: INFO (21:07:43.0642): Windows Exception (c0000005). Origin: "C:\WINDOWS\SYSTEM32\ntdll.dll" (77d3dc0e). Last hooked call: INFO (21:07:43.0642): Windows Exception (c0000005). Origin: "C:\WINDOWS\SYSTEM32\ntdll.dll" (77d26d79). Last hooked call: Try running update on your Windows system and perhaps checking your graphics drivers. Aside from that I'm close to being out of ideas. Sorry I can't be more definitive in what's wrong.
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